Editing Zelda (SSBU)/Down aerial
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The late hits also launch directly downward, are fairly large and last for 10 frames. They can gimp opponents with weak recoveries, and they can cover jumps in ledge traps by knocking opponents downward into a Phantom. However, they are very weak and thus make the move inherently risky in neutral. In disadvantage, down air should be carefully used as only one option among many other defensive options for landing. | The late hits also launch directly downward, are fairly large and last for 10 frames. They can gimp opponents with weak recoveries, and they can cover jumps in ledge traps by knocking opponents downward into a Phantom. However, they are very weak and thus make the move inherently risky in neutral. In disadvantage, down air should be carefully used as only one option among many other defensive options for landing. | ||
At high percents, especially with rage, a late hit can similarly start combos. Interestingly, the leg hitbox is stronger than the foot hitbox by a significant margin, but due to its position | At high percents, especially with rage, a late hit can similarly start combos. Interestingly, the leg hitbox is stronger than the foot hitbox by a significant margin, but will rarely land deliberately due to its position. However, if it does, it will send into tumble much earlier, forcing hard-to-react techs with its minimal hitlag. | ||
Down air is notably her fastest aerial to execute, which is useful for canceling tumble. It also auto-cancels in a short hop. While down aerial is hard to use in neutral, it is a very potent tool in Zelda’s punish game. | Down air is notably her fastest aerial to execute, which is useful for canceling tumble. It also auto-cancels in a short hop. While down aerial is hard to use in neutral, it is a very potent tool in Zelda’s punish game. |